105 lines
2.7 KiB
C
105 lines
2.7 KiB
C
#include "sprite.h"
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#include "camera.h"
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#include "debug.h"
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#include "render.h"
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#include "spritesheet.h"
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_render.h>
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struct Sprite {
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// The animation sheet to sample sprites from.
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Spritesheet* spritesheet;
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// The current frame of animation.
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size_t tile_index;
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// The local transformation of this sprite.
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Vector origin;
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SDL_RendererFlip flip_state;
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};
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Sprite* sprite_from_spritesheet(Spritesheet* sheet, size_t initial_frame) {
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Sprite* self = malloc(sizeof(Sprite));
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ASSERT_RETURN(self != NULL, NULL, "Failed to allocate memory for new sprite.");
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self->spritesheet = sheet;
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self->origin = (Vector){0.5f, 0.5f};
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self->tile_index = initial_frame;
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self->flip_state = SDL_FLIP_NONE;
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return self;
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}
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void sprite_destroy(Sprite* self) {
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free(self);
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}
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void sprite_draw(Sprite* self, Transform transform) {
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SDL_Texture* texture = spritesheet_get_texture(self->spritesheet);
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SDL_Rect source = spritesheet_get_tile_rect(self->spritesheet, self->tile_index);
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Vector origin = self->origin;
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if(self->flip_state && SDL_FLIP_HORIZONTAL) {
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origin.x = 1.0-origin.x;
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}
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if((self->flip_state & SDL_FLIP_VERTICAL) != 0) {
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origin.y = 1.0-origin.y;
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}
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Vector left_top = transform_point(&transform, vinvf(origin));
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SDL_FRect destination = (SDL_FRect) {
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left_top.x, left_top.y,
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transform.scale.x, transform.scale.y
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};
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destination = camera_world_to_pixel_rect(&g_camera, &destination);
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origin = vmulf(origin, transform.scale);
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SDL_RenderCopyExF(g_renderer, texture, &source, &destination,
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transform.rotation * 57.2958, &origin, self->flip_state);
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SDL_SetRenderDrawColor(g_renderer, 255, 255, 255, 255);
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}
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Vector sprite_get_origin(Sprite* self) {
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return self->origin;
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}
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void sprite_set_origin(Sprite* self, Vector origin) {
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self->origin = origin;
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}
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size_t sprite_get_tile(const Sprite* self) {
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return self->tile_index;
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}
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void sprite_set_tile(Sprite* self, size_t frame) {
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frame = frame % spritesheet_get_tile_count(self->spritesheet);
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self->tile_index = frame;
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}
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Spritesheet* sprite_get_spritesheet(const Sprite* self) {
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return self->spritesheet;
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}
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void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet) {
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self->spritesheet = spritesheet;
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}
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void sprite_flip_horizontal(Sprite* self, int horizontal) {
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if(horizontal) {
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self->flip_state |= SDL_FLIP_HORIZONTAL;
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} else {
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self->flip_state &= ~SDL_FLIP_HORIZONTAL;
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}
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}
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void sprite_flip_vertical(Sprite* self, int vertical) {
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if(vertical) {
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self->flip_state |= SDL_FLIP_VERTICAL;
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} else {
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self->flip_state &= ~SDL_FLIP_VERTICAL;
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}
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}
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